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Full text of "Zork III - The Dungeon Master (1986)(Infocom)"

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ADVANCED LEVEL 



TAKE THEIR WORDS FOR IT! 



"If it's 2 in the morning, this must be ZORK. 

Not even Ted Koppel can keep the nation up so late. " 

THE WASHINGTON POST 

'This is the sixth Infocom game I have bought. Is there any other kind? No!!" 

Nichole, 34, Housewife 
Garland, Texas 

"Excellent — thoroughly enjoy game action and interaction with computer. 

Much better than arcade shoot-em-ups. " 

Mark, 33, Designer 

Elkhart, Indiana 

"Remarkable adventure fantasies " 

THE NEW YORK TIMES BOOK REVIEW 

"Excellent! Makes me use my mind. Very challenging. " 

Paul, 14 
Staten Island, New York 

"It finally attracted my kids to my 'business ' computer. " 

Eugene, 42, Engineer 

Mobile, Alabama 

"With their brain-testing challenge and beautifully written descriptions... 

it's no wonder that ZORKs I, II and III have become classics in their time. " 

ELECTRONIC GAMES magazine 

"Excellent. Many surprises. " 

Ted, 60, Professor 

Whittier, California 



G1 



778 was a year 
subsidiaries. Gross 
22%. The employme 
workforce of the Grt ! 
"birth rate and the si. 




p. its many 
eased hy 
iitire 
only by the 



Following the coml^^^Ss^ne'ltoyal Museum, the Frobozz Magic 
Cave Company, our largest subsidiary, moved to increase its staff 
even more as the well-publicized dam and volcano projects moved into 
full gear. The Cave Company will also be creating the new 400-story 
FrobozzCo world headquarters in Flatheadia, scheduled to open 
sometime in 781. 



More than 18,000 additional subsidiaries were formed or taken over 
during the last year, further increasing the scope of our industrial 
empire. FrobozzCo now produces everything from aardvarks to 
zwieback. 

I trust that you, as a stockholder, will take the time to read through 
this report and learn about at least a few of the many exciting things 
that are going on here at FrobozzCo. It's certainly been a tremendous 
year, but we're looking forward to an even tremendouser year in 779! 



John D. Flathead 

President and Chairman of the Board, 

FrobozzCo International 



FROBOZZ MAGIC 
CAVE COMPANY 




X- 



Thi Frobozz Manic 
Caic Company has 
won an unequaled 
armiunt of honors, 
including the much 
coveted Dirtiest 
Shoivl in the Great 
Underground Empfre 
award. 




The first of FrobozzCo's myriad 
subsidiaries, the Magic Cave Com- 
pany was formed over a century ago 
to implement King Duncanthrax's 
massive tunneling project. Today, the 
Magic Cave Company is an umbrella 
for a wide range of underground 
construction projects. 

Two of the most ambitious con- 
struction projects ever attempted are 
now on the Magic Cave Company 
drawing boards. Construction has 



already started on a dam of stagger- 
ing proportions that will span the 
Frigid River. Tentatively called 
Flood Control Dam Number Three, 
the dam is scheduled for completion 
in 783 G.U.E., and comes with a 
price tag of 37 million zorkmids. 

Magic Cave Company engineers 
are planning an amazing project to 
quench and then hollow out a 
mighty volcano. The project is being 
conducted under very tight security, 
and Lord Dimwit Flathead himself is 



personally reviewing the plans at 
each stage. 

In addition to these landmark 
projects, the Magic Cave Company 
created an additional 46,000 linear 
bloits of tunnel this year, including 
nearly 200 bloits of the Great Un- 
derground Highway extension, as 
well as 8,000 cubic bloits of addi- 
tional cavern space. 



FROBOZZ MAGIC 
TWEEZERS COMPANY 




One of the newest and brightest 
members of the FrobozzCo family, 
the Magic Tweezers Company was 
formed after a 652,000-zorkmid 
market research survey revealed a 
widespread need for a high-quality 
technologically advanced tweezer. 
Following several years of plan- 
ning and development, the Frobozz 
Magic Tweezer Model A-l is now 
ready to roll off the assembly lines 
and into millions of homes all across 



the Great Underground Empire. The 
A-l, which will retail for Zm0.29, 
has sold briskly in test markets. 
Within six months, a top of the line 
Model X-l tweezer will be introduced 
and will retail for Zm0.89. Six more 
models, as well as various add-on 
accessories, are currently on the 
drawing board. 

The Board of Directors of Fro- 
bozzCo welcomes the Frobozz Magic 
Tweezers Company aboard, and is 
confident that this new division will 
pluck a lot of business for the parent 
conglomerate. 



FROBOZZ MAGIC 
SPELL COMPANY 




While the well-heeled Enchanters 
Guild remains the primary customer 
of the Frobozz Magic Spell Com- 
pany, the invention of self-casting 
spell scrolls has created a huge new 
market for magic technology. 

Sales increased 11% during 778, 
marking the twentieth year of steady 
growth for this lucrative FrobozzCo 
subsidiary. In response to the grow- 
ing demand for magic spell acces- 
sories, several new FrobozzCo 
divisions were formed, including the 
Frobozz Magic Scroll Rack Com- 
pany, the Frobozz Magic Spell Book 



Company, and the Frobozz Magic 
Scroll Mailing Tube Company. 

Four new spells were added to 
the Magic Spell Company product 
line this year, a Magic Spell Com- 
pany record and a tribute to the 
wizards in FrobozzCo's famous 
Magiclab. The four new spells are 
DRILBO (strips a floor of yellowed 
wax), BORCH (puts insects to sleep), 
GIZGUM (predicts visits by relatives) 
and QUELBO (transmutes coconuts 
into gold). 



FROBOZZ MAGIC 
GRUE REPELLENT COMPANY 




The Frobozz Magic Grue Repellent 
Company is one of FrobozzCo's 
fastest growing divisions. Sales of 
grue repellent nearly tripled last year, 
spurred on by drastic extensive 
improvements made in the product 
and by an aggressive marketing 
campaign. Magic Grue Repellent 
Company executives can proudly 
point to a 31% drop in grue-related 
deaths during the last year, and a 
consequent 31% drop in the grue 
population. 

The discovery of a particularly 
effective new additive by the Magic 
Grue Repellent Company's research 
division has increased the efficiency 



of the product by 45%. Studies have 
shown that most grues will not come 
within 70 feet of someone sprayed 
with New Improved Repellent. The 
new additive, dubbed G-17, is also 
longer-lasting, requiring fewer spray- 
ings, and it can be made from ordi- 
nary sand! 

The Magic Grue Repellent Com- 
pany also increased the product line 
with the introduction of seven new 
odors of repellent, in addition to the 
regular old socks/burning rubber 
odor. The new odors include rotting 
eggs, dead fish, swamp gas, three- 
week-old meatloaf, gym locker, wet 
dog and mint. 



Several ingenious sales strategies 
were highly successful. The Free- 
Noseplugs-With-Every-Can cam- 
paign, in association with the 
Frobozz Magic Noseplugs Com- 
pany, ran for one month and 
increased sales by 92%. Advertise- 
ments featuring grue-mangled 
corpses ran before and during the 
peak travel season. Finally, a joint 
packaging effort with the Frobozz 
Magic Lantern Company to produce 
a Frobozz Anti-Grue Kit paid off with 
remarkable end-of-year sales. 



FROBOZZCO 
FINANCIAL REPORT 






SALES 



PROFIT 



NUMBER OF 
SUBSIDIARIES 




NUMBER OF 
EMPLOYEES 




NAME 
RECOGNITION 



GRANOLA 
SUBSIDIARIES 



FrobozzCo International Income Statement 

(Zorkmid Amounts in Millions) 



FrobozzCo International Balance Statement 

(Zorkmid Amounts in Millions) 



Revenues: 

Sales of goods and services 
Sale of property 
Other revenues 
TOTAL REVENUES 

Expenses: 

Cost of goods and services 

Selling, administration, bribes 

Depreciation 

Contributions to Royal Charities 

Printing of Annual Report 

TOTAL EXPENSES 

NET INCOME 

Earnings per uncommon share: 
Continuing operations 
Discontinuing operations 

NET INCOME PER UNCOMMON 

SHARE 



5,318,001 


Zml,277,419 


Zm 


2.72 
(0.03) 


Zm 


2.69 



Year end 


Year end 


778 


777 


Zm5,431,922 


Zm5, 108,113 


350,585 





812,913 


656,106 


6,595,420 


5,764,219 


2,773,119 


2,655,288 


1,243,984 


1,256,712 


127,353 


112,499 


888,307 


888,307 


285,238 


279,540 



5,192,346 


Zm 


571,873 


Zm 1.54 
(0.02) 


Zm 


1.52 



FrobozzCo International Retained Earnings Statement 

(Zorkmid Amounts in Millions) 



Retained earnings at year opening 
Net income 

Dividends paid on uncommon stock 
Dividends paid on unpreferred stock 
Retained earnings at year end 



Year end 


Year end 


778 


778 


Zml,204,225 


Zml, 162,556 


1,277,419 


571,873 


(894,017) 


(529,971) 


(24) 


(13) 


Zml,587,823 


Zml,587,823 



Assets: 

Cash 

Inventories 
Loans to Royal Family 
Executive Party Fund 
Plant and Equipment 
Other assets 
TOTAL ASSETS 



Liabilities: 

Short term loans 
Accrued payroll deductions 
Deferred bribes 
Other liabilities 
Total Liabilities 

Shareholder's equity: 
Uncommon stock 
Unpreferred stock 
Retained earnings 
Total shareholder's equity 

TOTAL LIABILITIES AND EQUITY 



Year end 


Year end 


778 


777 


Zm 393,459 


Zm 219,067 


556,790 


465,634 


1,125,000 


900,000 


107,374 


135,252 


778,833 


596,025 


325,939 


294,606 


Zm3,297,395 


Zm2,6 10,584 


Zm 456,872 


Zm 388,431 


594,311 


435,923 


216,343 


209,575 


95,647 


80,293 


1,363,173 


1,114,222 


345,287 


291,054 


1,112 


858 


1,587,823 


1,204,445 


1,934,222 


1,496357 


Zm3.297.395 


Zm2,610,579 





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Original Headquarters Building 
Constructed 667 




FROBOZZCO INTERNATIONAL 

"You name it, we do it" 



Instruction 
Manual for 
ZORK III: 

The Dungeon Master 



Instruction Manual 



10 Instruction Manual 



Instruction Manual for ZORK III: 
The Dungeon Master 

Welcome to ZORK! You are about to experience a 
classic interactive fantasy, set in a magical universe. 
The ZORK trilogy takes place in the ruins of an an- 
cient empire lying far underground. You, a dauntless 
treasure-hunter, are venturing into this dangerous 
land in search of wealth and adventure. Because 
each part of the ZORK saga is a completely indepen- 
dent story, you can explore them in any order. 

As ZORK III begins, your greatest challenge 
beckons as you take the final step down into the very 
heart of the Great Underground Empire. Your char- 
acter and courage will be tested as the enigmatic 
Dungeon Master confronts you with predicaments 
and perils. Your quest hinges upon discovering his 
secret purpose, even as he oversees your ultimate 
triumph — or destruction! 

If you're experienced with Infocom's interactive 
fiction, you may not feel like reading this entire man- 
ual. However, you should at least read about scoring 
(on page 12) and look at the appendix of recognized 
verbs (on page 19). 



Table of Contents 

An Overview Page 12 

• What is interactive fiction? 

• Moving around 

• Turns and scoring 

Tips for Novices 13 

Nine useful pointers about interactive 
fiction 

Communicating with ZORK 14 

• Basic sentences 

• Complex sentences 

• Talking to characters in the story 

• Vocabulary limitations 

Starting and Stopping 16 

• Starting ZORK ("Booting Up") 

• Saving and restoring 

• Quitting and restarting 

Appendix A: Quick Reference Guide 17 

This briefly describes the most impor- 
tant things to know about interactive 
fiction. It is vital that you know all these 
things before you begin your adventure. 

Appendix B: Important Commands 18 

Appendix C: Some Recognized Verbs 19 

Appendix D: ZORK Complaints 20 

Appendix E: Sample Transcript 21 

and Map 

Appendix F: We're Never Satisfied 23 

Appendix G: If You Have Technical 23 

Problems 

Appendix H: Author Biographies 24 

Appendix I: Warranty and Copyright 24 

Information 



Instruction Manual 1 1 



An Overview 

Interactive fiction is a story in which you are the main 
character. Your own thinking and imagination deter- 
mine the actions of that character and guide the 
story from start to finish. 

Each work of Infocom's interactive fiction, such 
as the three ZORK adventures, presents you with a 
series of locations, items, characters and events. You 
can interact with these in a variety of ways. 

To move from place to place, type the direction 
you want to go. When you begin your adventure, it's 
a good idea to become familiar with your surround- 
ings by exploring every location and reading each 
description carefully. (You may notice that ZORK 
occasionally refers to a location as a "room," even if 
you are outdoors.) As you explore the Empire, it is 
helpful to draw a map of the geography. 



An important element of interactive fiction is puz- 
zle-solving. You should think of a locked door or a 
ferocious beast not as a permanent obstacle, but 
merely as a puzzle to be tackled. Solving puzzles will 
frequently involve bringing a certain item with you 
and then using it in the proper way. 

In ZORK, time passes only in response to your 
input. You might imagine a clock that ticks once for 
each sentence you type, and the adventure pro- 
gresses only at each tick. Nothing happens until you 
type a sentence and press the RETURN (or ENTER) 
key, so you can plan your turns as slowly and care- 
fully as you want. 

To measure your progress, ZORK III keeps track 
of your score. However, since this score is only your 
potential, you may have all seven points but still be 
far from completing the story. 



12 Instruction Manual 



Tips for Novices 

1. Draw a map. It should include each location, the 
directions connecting it to adjoining locations and any 
interesting objects there. (See the small sample map 
that goes along with the sample transcript on page 
21.) Some puzzles are almost impossible to solve 
without completely mapping the area. Note that 
there are 10 possible directions, plus IN and OUT. 
And since some passages twist and curve, going 
NORTH from Place A to Place B doesn't always 
mean that SOUTH will take you back to Place A. 

2. Most objects that you can pick up are important, 
either as treasures or as solutions to puzzles, or 
both! 

3. Save your place often. That way, if you mess up or 
get "killed," you won't have to start over from the 
beginning. See page 16 for instructions. 

4. Read carefully. There are often clues in the de- 
scriptions of locations and objects, as well as in la- 
bels, engravings, books and so on. Even strange or 
dangerous actions may provide clues and might 
prove to be fun! You can always save your position 
first if you want. Here's a fun example: 

> PUT ON THE GREEN CALICO HAT 

The munchkins giggle, but remain unconvinced that 

you're a witch. 

You've just learned there is something which might 
convince the munchkins that you're a witch. They 
might even give you their enchanted broom. Perhaps 
if you put on that blue calico dress you came across 
earlier in the story. . . 



5. Unlike other "adventure games" that you may 
have played, there are many possible routes to the 
end of ZORK. Some puzzles have more than one 
solution; other puzzles don't need to be solved at all. 
Sometimes you will have to solve one puzzle in order 
to obtain the item(s) or information you need to 
solve another puzzle. 

6. You may find it helpful to explore ZORK with an- 
other person. Different people may find different 
puzzles easy and can often complement each other. 

7. If you really have difficulty, you can order a hint 
booklet and a complete map from Infocom using the 
order form in your package. You don't need the hint 
booklet to enjoy the story, but it will make solving 
ZORK III easier. 

8. Read the sample transcript on page 21 to get a feel 
for how Infocom' s interactive fiction works. 

9. You can word a command in many different ways. 
For example, to turn the brass lantern on, you could 
use any of the following: 

LIGHT LAMP. 
TURN ON THE LAMP. 
TURN THE LAMP ON. 
ACTIVATE THE LAMP. 
LIGHT THE BRASS LANTERN. 

In fact, if the lamp is the only light source present, 
just typing LIGHT is enough, since ZORK will as- 
sume you meant the lamp. But more about that in 
the next section... 



Instruction Manual 1 3 



Communicating with ZORK 

In ZORK, you type your sentence in plain English 
each time you see the prompt (>). ZORK usually 
acts as if your sentence begins "I want to...," al- 
though you shouldn't actually type those words. You 
can use words like "THE" if you want, and you can 
use capital letters if you want; ZORK doesn't care 
either way. 

When you finish typing a sentence, press the RE- 
TURN (or ENTER) key and ZORK will process your 
request. ZORK will respond, telling you whether 
your request is possible at this point in the story and 
what happened as a result. 

ZORK recognizes your words by their first six 
letters, and all subsequent letters are ignored. 
Therefore, CANDLE, CANDLEs and CANDLEstick 
would all be treated as the same word by ZORK. 

To move around, just type the desired direction. 
You can use the eight compass directions: NORTH, 
SOUTH, EAST, WEST, NORTHEAST, NORTHWEST, 
SOUTHEAST and SOUTHWEST. You can abbreviate 
these to N, S, E, W, NE, NW, SE and SW, respec- 
tively. You can use UP (or U) and DOWN (or D). IN 
and OUT will also work in certain places. 



ZORK understands many different kinds of sen- 
tences. Here are several examples. (Note that some 
of these objects do not actually appear in ZORK.) 

WALK NORTH 

DOWN 

NE 

GO SOUTH 

U 

TAKE BOX 

PICK UP THE WOODEN BOX 

DROP IT 

PUSH THE BUTTON 

OPEN THE WOODEN DOOR 

EXAMINE THE SCUBA GEAR 

LOOK BEHIND THE STATUE 

LOOK UNDER THE ROCK 

LOOK INSIDE THE BUBBLING CAULDRON 

KILL THE BEAR WITH THE GUN 

SHOOT BEAR WITH LARGE RIFLE 

You can use multiple objects with certain verbs if 
you separate them by the word AND or by a comma. 
Some examples: 

TAKE LAMP, JAR, FLUTE 
DROP THE DAGGER, LANCE, AND MACE 
PUT THE GOLD BAR AND THE PEARL IN THE 
TROPHY CASE 

The word ALL refers to every visible object except 
those inside something else. If there were an apple on 
the ground and an orange inside a cabinet, TAKE ALL 
would take the apple but not the orange. 

TAKE ALL 

TAKE ALL THE BOOKS 

TAKE ALL FROM THE DESK 

GIVE ALL BUT THE PENCIL TO THE NYMPH 

DROP ALL EXCEPT THE DART GUN 



14 Instruction Manual 



You can include several sentences on one input 
line if you separate them by the word THEN or by a 
period. (Note that each sentence will still count as a 
turn.) You don't need a period at the end of the input 
line. For example, you could type all of the following 
at once, before pressing the RETURN (or ENTER) 
key: 

NORTH.READ THE BOOK.DROP IT THEN BURN IT 
WITH TORCH 

If ZORK doesn't understand one of the sentences in 
your input line, or if something unusual happens, it 
will ignore the rest of your input line (see "ZORK 
Complaints" on page 20). 

There are only two kinds of questions that ZORK 
understands: WHAT and WHERE. Here are two 
examples that you can actually try in ZORK: 

WHAT IS A GRUE? 
WHERE IS THE ZORKMID? 

You will meet other people and creatures as you 
explore ZORK. You can "talk" to some of these 
beings by typing their name, then a comma, 
then whatever you want them to do. Here are 
some examples: 

GNOME, GIVE ME THE KEY 

TREE SPRITE, OPEN THE SECRET DOOR 

JOEL, WAIT HERE 

WARLOCK, TAKE THE SPELL SCROLL THEN FOLLOW 

ME 
MIKE, NORTH.GETTHE BRAN MUFFIN.THROW IT 

AT THE DWARF 

Notice that in the last two examples, you are giving 
one person more than one command on the same in- 
put line. 

You can use quotes to answer a question or say 
something "out loud." For example: 

SAY "HELLO SAILOR" 

ANSWER "A ZEBRA" 

INCANT "FROBOZZ FROBIZZLE" 



ZORK tries to guess what you really mean when 
you don't give enough information. For example, if 
you say that you want to do something, but not what 
you want to do it to or with, ZORK will sometimes 
decide that there is only one possible object that you 
could mean. When it does so, it will tell you. For 
example: 

> BURN THE KINDLING 
(with the torch) 

The kindling catches fire and is consumed. 
or 

> GIVE THE SWORD 
(to the gnome) 

The gnome, a sworn pacifist, refuses to take it. 

If your sentence is ambiguous, ZORK will ask 
what you really mean. You can answer most of these 
questions briefly by supplying the missing informa- 
tion, rather than typing the entire input again. You 
can do this only at the very next prompt. Some ex- 
amples: 

> TIE THE ROPE 

What do you want to tie the rope to? 

> THE MAST 

The rope is now tied to the mast, 
or 

> HIT THE NAIL WITH THE HAMMER 

Which nail do you mean, the shiny nail or the rusty nail? 

> SHINY 

The shiny nail is driven halfway into the piece of wood. 

ZORK uses many words in its descriptions that it 
will not recognize in your sentences. For example, 
you might read, "Above you, moonlit clouds flit 
across the evening sky." However, if ZORK doesn't 
recognize the words SKY or CLOUDS in your input, 
you can assume that the sky and clouds are not im- 
portant to your completion of the story, except to 
provide you with a more vivid description of where 
you are or what is going on. ZORK recognizes over 
600 words, nearly all that you are likely to use in 
your sentences. If ZORK doesn't know a word you 
used, or any of its common synonyms, you are al- 
most certainly trying something that is not important 
in your adventure. 



Instruction Manual 1 5 



Starting and Stopping 

Starting the story: Now that you know what to expect 
when you venture into the caverns of ZORK, it's time 
for you to "boot" your disk. To load ZORK, follow 
the instructions on the Reference Card in your ZORK 
III package. 

Following the copyright notice and the release 
number of the story, you will see a description of the 
place where the story begins. 

Here's a quick exercise to help you get accus- 
tomed to interacting with ZORK III. Try typing the 
following next to the prompt (>): 

EXAMINE THE LAMP 

Then press the RETURN (or ENTER) key. ZORK III 
will respond with: 

The lamp is turned off. 

Now try: 

TURN IT ON 

After you press the RETURN (or ENTER) key. ZORK 
III will respond: 

(Taken) 

The lamp is now on. 



Saving and restoring: It will probably take you many 
days to complete ZORK III. Using the SAVE feature, 
you can continue at a later time without having to 
start over from the beginning, just as you can place a 
bookmark in a book you are reading. SAVE puts a 
"snapshot" of your place in the story onto another 
diskette. If you are a cautious adventurer, you may 
want to save your place before (or after) trying 
something dangerous or tricky. That way, you can go 
back to that position later, even if you have gotten 
lost or "killed" since then. 

To save your place in the story, type SAVE at the 
prompt (>), and then press the RETURN (or ENTER) 
key. Then follow the instructions for saving and re- 
storing on your Reference Card. Some systems re- 
quire a blank disk, initialized and formatted, for 
saves. Using a disk with data on it (not counting other 
ZORK saves) may result in the loss of that data, de- 
pending on your system. 

You can restore a saved position any time you 
want. To do so, type RESTORE at the prompt (>), and 
press the RETURN (or ENTER) key. Then 
follow the instructions on your Reference Card. You 
can then continue the story from the point where you 
used the SAVE command. You can type LOOK for a 
description of where you are. 

Quitting and restarting: If you want to start over 
from the beginning of the story, type RESTART. 
(This is usually faster than re-booting.) Just to make 
sure, ZORK will ask if you really want to start over. 
If you do, type Y or YES, and press the RETURN (or 
ENTER) key. 

If you want to stop, type QUIT. Once again, ZORK 
will ask if this is really what you want to do. If you 
do, type Y and press the RETURN key. 

Remember when you RESTART or QUIT: if you 
want to be able to return to your current position, 
you must first do a SAVE. 



1 6 Instruction Manual 



Appendix A 

Quick Reference Guide 

1 . To start the story ("boot up"), see the separate 
Reference Card in your ZORK package. 

2. When you see the prompt (>) on your screen, 
ZORK is waiting for your command. There are 
four kinds of sentences or commands that ZORK 
understands: 

A. Direction commands: To move from place to 
place, just type the direction you want to go: N (or 
NORTH), E, S, W, NE, SE, NW, SW, U (or UP), 
D, IN, OUT. 

B. Actions: Just type whatever you want to do. 
Some examples: READ THE BOOK or OPEN THE 
DOOR or LOOK THROUGH THE WINDOW. 
Once you're familiar with simple commands, you'll 
want to use more complex ones as described in 
"Communicating with ZORK" on page 14. 

C. Commands given to people: To talk to charac- 
ters in the story, type their name, then a comma, 
then what you want to say to them. For example: 
TROLL, GIVE ME THE AXE or OLD MAN, GO 
NORTH. 

D. Special one-word commands: some one-word 
commands, such as INVENTORY or DIAGNOSE, 
give you specific information or affect your output. 
A list of these appears in the "Important Com- 
mands" appendix on page 18. 



3. Important! After typing your sentence or com- 
mand, you must press the RETURN (or ENTER) key 
before ZORK will respond. 

4. On most computers, your screen will have a spe- 
cial line called the status line. It tells you the name 
of your current location, your score, and the number 
of turns you have taken. 

5. You can pick up and carry many of the items you'll 
find in the story. For example, if you type TAKE THE 
NECKLACE, you will be carrying it. Type INVEN- 
TORY to see a list of everything you are carrying. 

6. When you want to stop, save your place for later, or 
start over, read the "Starting and Stopping" section on 
page 16. 

7. If you have trouble, refer to the specific section of 
the manual for more detailed instructions. 



Instruction Manual 1 7 



Appendix B 
Important Commands 

There are a number of one-word commands which 
you can type instead of a sentence. You can use them 
over and over as needed. Some count as a turn, 
others do not. Type the command after the prompt 
(>) and hit the RETURN (or ENTER) key. 

AGAIN — ZORK will usually respond as if you had 
repeated your previous sentence. Among the 
cases where AGAIN will not work is if you were just 
talking to another character. You can abbreviate 
AGAIN to G. 

BRIEF — This tells ZORK to give you the full descrip- 
tion of a location only the first time you enter it. On 
subsequent visits, ZORK will tell you only the name 
of the location and the objects present. This is how 
ZORK will normally act, unless you tell it otherwise 
using the VERBOSE or SUPERBRIEF commands. 



DIAGNOSE — ZORK will give you a medical report 
of your physical condition. This is particularly useful if 
you have just survived a dangerous battle or if you 
are under the effects of a magical spell. 

INVENTORY— ZORK will list what you are carrying. 
You can abbreviate INVENTORY to I. 

LOOK — This tells ZORK to describe your location in 
full detail. You can abbreviate LOOK to L. 

QUIT — This lets you stop. If you want to save your 
position before quitting, follow the instructions in 
"Starting and Stopping" on page 16. You can abbrevi- 
ate QUIT to Q. 

RESTART — This stops the story and starts over from 
the beginning. 

RESTORE — This restores a story position made us- 
ing the SAVE command. See "Starting and Stopping" 
for more details. 

SAVE — This makes a "snapshot" of your current 
story position onto your storage disk. You can return 
to a saved position in the future using the RESTORE 
command. See "Starting and Stopping" for more 
details. 

SCORE — ZORK will show your current score and the 
number of turns you have taken. It will also tell you 
your rank, which is based on your score. 



1 8 Instruction Manual 



SCRIPT — This command tells your printer to begin 
making a transcript of the story as you venture on- 
wards. A transcript may aid your memory but is not 
necessary. It will work only on certain computers; 
read your Reference Card for details. 

SUPERBRIEF — This commands ZORK to display only 
the name of a place you have entered, even if you 
have never been there before. In this mode, ZORK 
will not even mention which objects are present. Of 
course, you can always get a description of your 
location, and the items there, by typing LOOK. In 
SUPERBRIEF mode, the blank line between turns will 
be eliminated. This mode is meant for adventurers 
who are already very familiar with the geography. 
Also see VERBOSE and BRIEF. 

UNSCRIPT — This commands your printer to stop 
making a transcript. 

VERBOSE— This tells ZORK that you want a com- 
plete description of each location and the objects in it 
every time you enter a location, even if you've been 
there before. Also see BRIEF and SUPERBRIEF. 

VERSION — ZORK responds by showing you the 
release number and the serial number of your copy of 
the story. Please include this information if you ever 
report a "bug" in ZORK. 

WAIT — This will cause time in the story to pass. 
Normally, between turns, nothing happens in the 
story. You could leave your computer, take a nap and 
return to the story to find that nothing has changed. 
You can use WAIT to make time pass in the story 
without doing anything. For example, if you encoun- 
ter an alien being, you could WAIT to see what it will 
do. Or, if you are in a moving vehicle, you could 
WAIT to see where it will go. You can abbreviate 
WAIT to Z. 



Appendix C 

Some Recognized Verbs 

This is only a partial list of the verbs that all three 
ZORK adventures understand. There are many 
more. Remember that you can use a variety of prep- 
ositions with them. For example, LOOK can become 
LOOK INSIDE, LOOK BEHIND, LOOK UNDER, 
LOOK THROUGH, LOOK AT and so on. 



ANSWER 


FOLLOW 


SAY 


ATTACK 


GIVE 


SEARCH 


BLOW 


INFLATE 


SHAKE 


BREAK 


JUMP 


SLIDE 


BURN 


KICK 


SMELL 


CLIMB 


KNOCK 


STAY 


CLOSE 


LIGHT 


STRIKE 


COUNT 


LISTEN 


SWIM 


CROSS 


LOCK 


TAKE 


CUT 


LOOK 


TELL 


DEFLATE 


LOWER 


THROW 


DIG 


MOVE 


TIE 


DRINK 


OPEN 


TOUCH 


DROP 


POUR 


TURN 


EAT 


PRAY 


UNLOCK 


ENTER 


PULL 


WAKE 


EXAMINE 


PUSH 


WALK 


EXIT 


PUT 


WAVE 


EXTINGUISH 


RAISE 


WEAR 


FILL 


READ 


WIND 



Instruction Manual 1 9 



Appendix D 
ZORK Complaints 

ZORK will complain if you type a sentence that con- 
fuses it completely. ZORK will then ignore the rest 
of the input line. (Unusual events, such as being 
attacked, may also cause ZORK to ignore the rest of 
the sentences you typed, since the event may have 
changed your situation drastically.) Some of ZORK's 
complaints: 

I DON'T KNOW THE WORD "(your word)." The 
word you typed is not in the story's vocabulary. 
Sometimes using a synonym or rephrasing will help. 
If not, ZORK probably doesn't know the idea you 
were trying to get across. 

YOU USED THE WORD "(your word)" IN A WAY 
THAT I DON'T UNDERSTAND. ZORK knows the 
word you typed, but couldn't use it in that sense. 
Usually this is because ZORK knows the word as a 
different part of speech. For example, if you typed 
PRESS THE LOWER BUTTON, you are using LOWER 
as an adjective, but ZORK might know LOWER only 
as a verb, as in LOWER THE ROPE. 

THAT SENTENCE ISN'T ONE I RECOGNIZE. The 

sentence you typed may have been gibberish, such 
as GIVE TROLL WITH SWORD. Or, you may have 
typed a reasonable sentence but used a syntax that 
ZORK does not recognize, such as SMELL UNDER 
THE ROCK. Try rephrasing the sentence. 



THERE WAS NO VERB IN THAT SENTENCE! Unless 
you are answering a question, each sentence must 
have a verb (or a command) in it somewhere. 

THERE SEEMS TO BE A NOUN MISSING IN THAT 
SENTENCE! This usually means that your sentence 
was incomplete, such as EAT THE BLUE. 

THERE WERE TOO MANY NOUNS IN THAT SEN- 
TENCE. An example is PUT THE SOUP IN THE BOWL 
WITH THE LADLE, which has three noun "phrases," 
one more than ZORK can digest in a single action. 

I BEG YOUR PARDON? You pressed the RETURN 
(or ENTER) key without typing anything. 

IT'S TOO DARK TO SEE. In the story, there was not 
enough light to perform your action. 

I DON'T SEE WHAT YOU ARE REFERRING TO. You 
used HIM, HER or IT, but ZORK isn't sure what per- 
son or object you meant. 

YOU CAN'T SEE ANY "(object)" HERE! The item 
you referred to was not visible. It may be some- 
where else, inside a closed container, and so on. 

THE OTHER OBJECT(S) THAT YOU MENTIONED 
ISN'T (AREN'T) HERE. You referred to two or more 
items in the same sentence, and at least one of them 
wasn't visible to you in your present location. 

YOU CAN'T GO THAT WAY. There was no passage 
or exit in the direction you tried to move. 

YOU CAN'T USE MULTIPLE (IN)DIRECT OBJECTS 
WITH "(your verb)." You can refer to several items at 
the same time only with certain verbs. Among the 
more useful of these verbs are TAKE, DROP and PUT. 
This restriction also applies to the use of ALL, as in 
DROP ALL. For example, ATTACK will not work with 
multiple objects; you couldn't say ATTACK ALL or 
ATTACK THE WARLOCK AND THE ENCHANTER. 



20 Instruction Manual 



Appendix E 

Sample Transcript and Map 

This transcript is not from any of the ZORK adven- 
tures, but it does show most of the usual things you 
can do in ZORK. It contains several simple puzzles 
and their solutions, and it will give you a good idea of 
how Infocom's interactive fiction works. The player's 
sentences appear in capital letters after each prompt 
(>). The map represents the terrain in the sample 
transcript as you might have drawn it. 



SNOW MOrtSTER 




U/NB6K- 
MAILS 



wSmtat 



> APPLY THE BRAKES 

The Frobozz Magic Go-Cart coasts to a stop. 

Moss-lined Tunnel, in the Go-Cart 

This is a long east-west tunnel whose walls are covered 

with green and yellow mosses. 

There is a jewel-studded monkey wrench here, (outside 
the Go-Cart) 

A bent and rusted monkey wrench is lying here, (outside 
the Go-Cart) 

> TAKE THE WRENCH 

Which wrench do you mean, the jeweled monkey 
wrench or the rusty monkey wrench? 

> JEWELED 

You can't reach it from inside the Go-Cart. 



>WEST 

You're not going anywhere until you stand up. 

> GET OUT OF THE GO-CART 
You are on your own feet again. 

> TAKE THE JEWELED WRENCH 
Taken. 

>WEST 

Lumber Yard 

This is a huge room lined with metal shelves. There are 

exits to the east, northeast, and west. 

There is a small cardboard box here. 

Piled on one of the shelves is a supply of lumber. 

> TAKE THE BOX AND THE LUMBER 
small cardboard box: Taken. 

supply of lumber: Your load is too heavy. 

> INVENTORY 
You are carrying: 

a lamp (providing light) 

a glass jar 

The glass jar contains: 

a quantity of pomegranate juice 
a jeweled monkey wrench 
a dart gun 
a small cardboard box 

> DROP THE DART GUN 
Dropped. 

> TAKE THE LUMBER 
Taken. 

> LOOK INSIDE THE BOX 

The small cardboard box is closed. 

> OPEN IT 

Opening the small cardboard box reveals a bunch of 
two-inch nails. 

> EXAMINE THE LUMBER 

It consists of two rectangular pieces of wood, about 1 
feet long, and perhaps a dozen shorter dowel-shaped 
pieces. 

> WALK NORTHEAST 
Foreman's Office 

This is the office of the lumber yard foreman. The only 
exit is to the southwest. 



Instruction Manual 2 1 



>sw 

Lumber Yard 

There is a dart gun here. 

> WALK WEST 
Carpentry Shop 

You are in a room furnished with wooden shelves, cabi- 
nets, mantels and moldings, all gracefully carved out of 
fine wood. An array of precision tools adorns the walls. 
The only exit is south... unless you want to count the 
opening in the roof. 
A carpenter gnome is sitting here, twiddling his thumbs. 

>UP 

The opening is too high to reach. 

>GNOME, BUILD A LADDER 
"I'd be glad to, but not for free!" 

> GIVE THE JEWELED MONKEY WRENCH TO THE 
GNOME 

The gnome examines the jeweled monkey wrench care- 
fully. "Thank you," he exclaims, adding it to his collection 
of tools. 

> GNOME, BUILD A LADDER 

"Oh, yes, your ladder. Unfortunately, I have no 
lumber." 

> GIVE THE LUMBER TO THE GNOME 
The gnome accepts the supply of lumber. 

> GNOME, BUILD LADDER 
"Darn it! I'm fresh out of nails." 

> GIVE NAILS 
(to the gnome) 

The gnome accepts the bunch of nails. 

> GIVE THE LAMP TO THE GNOME 

The gnome attempts to build a beautiful set of kitchen 
cabinets out of the lamp. Finally, he gives up and hands 
it back to you. 

> GNOME, BUILD LADDER 

The gnome grumbles but constructs a handsome 
wooden ladder. He admires his handiwork and hands 
you the ladder. 

> PUT THE LADER THROUGH THE HOLE 
I don't know the word "lader." 



> PUT THE LADDER THROUGH THE HOLE 

The ladder is now resting against the rim of the hole. 

>UP 

You're carrying too much to climb a ladder. 

>l 

You are carrying: 
a lamp (providing light) 
a glass jar 
The glass jar contains: 

a quantity of pomegranate juice 
a small cardboard box 

> DROP ALL BUT THE LAMP 
glass jar: Dropped. 

small cardboard box: Dropped. 

>LOOK 
Carpentry Shop 

You are in a room furnished with wooden shelves, cabi- 
nets, mantels and moldings, all gracefully carved out of 
fine wood. An array of precision tools adorns the walls. 
The only exit is south... unless you want to count the 
opening in the roof. 

A carpenter gnome is sitting here, twiddling his thumbs. 
There is a glass jar here. 
The glass jar contains: 

a quantity of pomegranate juice 
There is a small cardboard box here. 

>UP 

Monster's Lair 

This is the den of the dreaded Seven-Headed Snow 

Monster of Snurth. It is quite chilly in here, and ice covers 

the floor and walls. A ladder protrudes from a hole in 

the ground, and sunlight comes from the cave entrance 

to the east. 

The Snow Monster, bellowing loudly, blocks the eastern 

exit. 

> DOWN.SOUTH.TAKE DART GUN.WEST.UP 
Carpentry Shop 

A carpenter gnome is sitting here, twiddling his thumbs. 
There is a glass jar here. 
The glass jar contains: 

a quantity of pomegranate juice 
There is a small cardboard box here. 



22 Instruction Manual 



Lumber Yard 

There is a dart gun here. 

Taken. 

Carpentry Shop 

A carpenter gnome is sitting here, twiddling his thumbs. 

There is a glass jar here. 

The glass jar contains: 

a quantity of pomegranate juice 
There is a small cardboard box here. 

Monster's Lair 

The Snow Monster, bellowing loudly, blocks the eastern 

exit. 

> SHOOT MONSTER 

What do you want to shoot the monster with? 

> DART GUN 

The Snow Monster clutches at the dart and then keels 
over. His body vanishes in a cloud of acrid black smoke. 

>EAST 

Orange Grove 

A path leads northeast through this small grove of or- 
ange trees. A dark cave lies to the west. A sign is posted 
near the grove. 

> READ THE SIGN 

"Warning! These are poisonous oranges, not meant 
for human consumption. 

— Farmer Bozbar" 

> EAT AN ORANGE 

Aaarrrr! It burns your tongue and your throat! 

***You have died*** 

A forest sprite appears, looking concerned. "You've 
done it again," says the sprite, with a mixture of sympa- 
thy and disgust. "I'll give you only one more chance." 
She sprinkles some fairy dust on you... 

Wooden Bridge 
There is a lamp here. 

>LOOK 
Wooden Bridge 

You are on a sturdy bridge leading northeast to south- 
west. The river below flows quickly amongst pointy rocks. 

There is a lamp here. 



Appendix F 

We're Never Satisfied 

Here at Infocom, we take great pride in the quality of 
our stories. Even after they're "out the door," we're 
constantly improving, honing and perfecting. 

Your input is important. No matter how much 
testing we do, it seems that some "bugs" never 
crawl into view until thousands of you begin doing all 
those wild and crazy things to the story. If you find a 
bug, or if you think a certain puzzle was too hard or 
too easy, or if you have some other suggestion, or if 
you'd just like to tell us your opinion of ZORK, drop 
us a note! We love every excuse to stop working, and 
a letter from you is just such an excuse! Write to: 

INFOCOM, INC. 
55 Wheeler Street 
Cambridge, MA 02138 

Attn: DIMWIT FLATHEAD 

Appendix G 

If You Have Technical Problems 

You can call the Infocom Technical Support Team to 
report bugs and technical problems, but not for hints 
to solve puzzles, at (617) 576-3190. If your disk de- 
velops a problem within ninety (90) days after pur- 
chase, we will replace it at no charge. Otherwise, 
there is a replacement fee of $5.00 (U.S. currency). 
If you call to report a bug, please provide your re- 
lease number, which you can find by typing VER- 
SION. Please return your registration card if you'd 
like to be on our mailing list and receive our news- 
letter, THE NEW ZORK TIMES. 



Instruction Manual 23 



Appendix H 
Author Biographies 

Marc Blank. A graduate of MIT and the Albert 
Einstein College of Medicine, Marc has been involved 
in writing interactive fiction since its formative period 
in the late 1970s. Co-author of the original mainframe 
version of ZORK in 1977, he was instrumental in lay- 
ing the groundwork for the appearance of interactive 
fiction on personal computers in the early 1980s. 
He is co-author of ZORK I, ZORK II, ZORK III and 
ENCHANTER;" and is sole author of DEADLINE;™ 
the first interactive mystery. His continuing work in 
interactive technologies in large part made Infocom's 
name synonymous with interactive fiction. His mother 
still wishes he would practice medicine. 

Dave Lebling. Dave Lebling was born in Washington, 
D.C. and grew up in suburban Maryland. He at- 
tended the Massachusetts Institute of Technology 
and worked at MIT's Laboratory for Computer Sci- 
ence, where he developed an interest in computer 
entertainments. He was a co-author of the original 
mainframe ZORK. He has co-authored ZORK I, 
ZORK II, ZORK III and ENCHANTER, and written 
STARCROSS™ on his own. He is married and lives 
in a suburb of Boston, where his appetite for the 
printed word is restrained only by the volume of 
his house. 



Appendix I 

Warranty and Copyright Information 

Limited Warranty 

This software product and the attached instructional materials are sold 
"AS IS," without warranty as to their performance. The entire risk as to 
the quality and performance of the computer software program is as- 
sumed by the user. 

However, to the original purchaser of a disk prepared by Infocom and 
carrying the Infocom label on the disk jacket, Infocom, Inc. warrants 
the medium on which the program is recorded to be free from defects in 
materials and faulty workmanship under normal use and service for a 
period of ninety (90) days from the date of purchase. If during this pe- 
riod a defect on the medium should occur, the medium may be returned 
to Infocom, Inc. or to an authorized Infocom, Inc. dealer, and Infocom, 
Inc. will replace the medium without charge to you. Your sole and exclu- 
sive remedy in the event of a defect is expressly limited to replacement 
of the medium as provided above. 

THE ABOVE WARRANTIES FOR GOODS ARE IN LIEU OF ALL 
WARRANTIES, EXPRESS, IMPLIED, OR STATUTORY, INCLUD- 
ING, BUT NOT LIMITED TO, ANY IMPLIED WARRANTIES OF 
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PUR- 
POSE AND OF ANY OTHER WARRANTY OBLIGATION ON THE 
PART OF INFOCOM, INC. IN NO EVENT SHALL INFOCOM, INC. 
OR ANYONE ELSE WHO HAS BEEN INVOLVED IN THE CREA- 
TION AND PRODUCTION OF THIS COMPUTER SOFTWARE 
PROGRAM BE LIABLE FOR INDIRECT, SPECIAL, OR CONSE- 
QUENTIAL DAMAGES, SUCH AS, BUT NOT LIMITED TO, LOSS 
OF ANTICIPATED PROFITS OR BENEFITS RESULTING FROM 
THE USE OF THIS PROGRAM, OR ARISING OUT OF ANY 
BREACH OF THIS WARRANTY. SOME STATES DO NOT ALLOW 
THE EXCLUSION OR LIMITATION OF INCIDENTAL OR CONSE- 
QUENTIAL DAMAGES, SO THE ABOVE LIMITATION MAY NOT 
APPLY TO YOU. 

N.B. After the warranty period, a defective Infocom disk may be 
returned to Infocom, Inc. with a check or money order for $5.00 (U.S. 
currency) for replacement. 

Copyright 

The enclosed software product is copyrighted and all rights are re- 
served by Infocom, Inc. It is published exclusively by Infocom, Inc. The 
distribution and sale of this product are intended for the use of the origi- 
nal purchaser only and for use only on the computer system specified. 
Lawful users of this program are hereby licensed only to read the pro- 
gram from its medium into memory of a computer solely for the pur- 
pose of executing the program. Copying (except for one backup copy on 
those systems which provide for it— see Reference Card), duplicating, 
selling, or otherwise distributing this product is a violation of the law. 

This manual and all other documentation contained herein are copy 
righted and all rights are reserved by Infocom, Inc. These documents 
may not, in whole or in part, be copied, photocopied, reproduced, 
translated, or reduced to any electronic medium or machine-readable 
form without prior consent, in writing, from Infocom, Inc. 

Willful violations of the Copyright Law of the United States can result 
in civil damages of up to $50,000 in addition to actual damages, plus 
criminal penalties of up to one year imprisonment and/or $ 1 0,000 fine. 

ZORK is a registered trademark of Infocom, Inc. 
DEADLINE, ENCHANTER and STARCROSS are registered trade- 
marks of Infocom, Inc. 
© 1984 Infocom, Inc. 
Printed in U.S.A. 

© 2001 Activision, Inc. Reproduced with permission. All right reserved. 



24 Instruction Manual 



[/• If you have any doubts about 
your courage and wisdom, turn back now! -> 

You have but a few steps to go before you enter the deepest 
and most mystical abyss of the Great Underground Empire - the 
• inner sanctum of the powerful and mysterious Dungeon Master ,- 
: . himself. He shall test your cleverness and bravery as he invents , 
challenges the likes of which you've never known. His very pres- 



j yourself worthy by unraveling his confounding puzzles, if you can 

turn the tide and learn his secret intentions, your reward will be 
I inestimable. But if you fail, you will be most utterly destroyed. 
Good luck, bold adventurer- and don't say we didn't warn von 

■- i ' 
The Table of Contents for the manual is on page 11. Take a look 
H at it to determine what you should read before you start the story. 

- 



/ ' --* 




I0NEZ0RKM1D 
PER SHARE 








Incorporated under 
the laws of the 
Great Underground 
Empire 



2-349-792-Z03 

CERTIFICATE 

OF 

STOCK 




UNCOMMON 
STOCK 



This certificate 
is transferable in the 
Empire or in any 
subcavern of 
Said Empire 



FrobozzCo International 



This certifies that; 



is the owner of: 



100 



Shares of fully paid and non-assessable uncommon stock of the par value 
of one zorkmid per share. 

The Bank of Zork 










John D. Flathead IX 

President and Chairman of the Board 



2-349-792-Z03 



JFFJS^ 






FrobozzCo International 

1533 Dimwit Boulevard 

Borphee, Greater Borphee province 

"You name it, we do it" 



FrobozzCo International Subsidiaries 

Frobozz Magic Aardvark Company 

Frobozz Magic Abacus Company 

Frobozz Magic Abbreviated Dictionary Company 

Frobozz Magic Abdominal Fxercisor Company 

Frobozz Magic Abode Company 

Frobozz Magic Abrasives Company 

Frobozz Magic Absorbent Toothbrush Company 

Frobozz Magic Accessory Company 

Frobozz Magic Accordian Company 

Frobozz Magic Accoutrement Company 

Frobozz Magic Acid Company 

Frobozz Magic Acne Repellent Company 

Frobozz Magic Acoustical Food Company 

Frobozz Magic Acoustical Tile Company 

Frobozz Magic Actuarial Table Company 

Frobozz Magic Additive Company 

Frobozz Magic Adhesive Company 

Frobozz Magic Adobe Brick Company 

Frobozz Magic Adpoidz Company 

Frobozz Magic Advertising Agency 

Frobozz Magic Afghan Hound Company 

Frobozz Magic After-Shave Company 

Frobozz Magic Airplane Company 

Frobozz Magic Air Pump Company 

Frobozz Magic Algae Food Company 

Frobozz Magic Alkaline Battery Company 

Frobozz Magic Allergy Remedy Company 

Frobozz Magic Alligator Shoes Company 

Frobozz Magic Amoeba Company 

Frobozz Magic Amulet Company 

Frobozz Magic Android Company 

Frobozz Magic Apple Company 

Frobozz Magic Apron Company 

Frobozz Magic Aquarium Company 

Frobozz Magic Aqueduct Company 

Frobozz Magic Arch Company 

Frobozz Magic Armchair Company 

Frobozz Magic Arrow Company 

Frobozz Magic Art Appraisal Company 

Frobozz Magic Artificial Frog Company 

Frobozz Magic Arvix Company 

Frobozz Magic Asphalt Company 

Frobozz Magic Automatic Machinery Company 

Frobozz Magic Avocado Company 

Frobozz Magic Bagpipe Company 

Frobozz Magic Baldness Cure Company 

Frobozz Magic Balsa Wood Company 

Frobozz Magic Banana Company 

Frobozz Magic Banking Company 

Frobozz Magic Barometer Company 

Frobozz Magic Barrel Company 

Frobozz Magic Basket Company 

Frobozz Magic Bat Food Company 

Frobozz Magic Bathrobe Company 

Frobozz Magic Battery Company 

Frobozz Magic Bazooka Company 

Frobozz Magic Beachball Company 

Frobozz Magic Beard Grooming Accessories Company 

Frobozz Magic Beetle Trap Company 

Frobozz Magic Belly Dancer Agency 

Frobozz Magic Belt Company 

Frobozz Magic Beverage Company 

Frobozz Magic Bicycle Company 

Frobozz Magic Bilkwishum Company 

Frobozz Magic Billboard Company 

Frobozz Magic Binocular Company 

Frobozz Magic Biscuit Company 

Frobozz Magic Bitter Frook Company 

Frobozz Magic Blackboard Company 

Frobozz Magic Blanket Company 

Frobozz Magic Bleach Company 

Frobozz Magic Blinker Company 

Frobozz Magic Blister Packaging Company 

Frobozz Magic Blizzard Company 

Frobozz Magic Blood Bank 

Frobozz Magic Blotter Company 

Frobozz Magic Blouse Company 

Frobozz Magic Blubber Company 

Frobozz Magic Blueberry Pie Company 



9/33/947 

Dear Shareholder, 

It's been another banner year for FrobozzCo, as I'm 
sure you're aware. Everyone here on the FrobozzCo 
Management Team joins me in thanking you person- 
ally for your continued support as an investor. 

Thanks to our steady growth and record revenues 
in 947, the Board of Directors is pleased to announce a 
two-for-one stock split. You'll find your new shares 
enclosed. 

Don't forget about the shareholders' meeting at the 
Borphee Civic Center on 2/1/948. I hope you'll be on 
hand to approve the nomination of John D. Flathead X 
as the next Chairman of the Board. If you can't attend, 
please remember to return your proxy. 

Finally, as tremendous as fiscal 947 has been for 
us, your company is hoping that (as my great-great- 
great-great-great-great-grandfather was always fond 
of saying), this year will be even tremendouser! 

Sincerely, 



kjohn D. Flathead IX 
Chairman of the Board 
FrobozzCo International 




Preserved for posterity inside this and every ZORK III package are your ZORK III disk, FrobozzCo Annual Report, an official stock certificate 
and a highly important-sounding letter from the Chairman of the Board. 



An old, oddly youthful man turns 
toward you slowly. His long, silver 
hair dances about him as afresh 
breeze blows. "You have reached 
the final test, my friend! You are 
proved clever and powerful, but this 
is not yet enough! Seek me when 
you feel yourself worthy!" 

ZORK III: THE DUNGEON 
MASTER draws you into the deep- 
est and most mysterious reaches 
of the Great Underground Empire. 
Nothing is as it seems. And the 
one responsible for the shadow 
and darkness — the Dungeon 
Master — embodies the greatest 
mystery of all. 

In this test of wisdom and 
courage, you will face countless 
dangers. But what awaits you at 
the culmination of your odyssey 
is well worth risking all. 

GET INSIDE A STORY. 
GET ONE FROM INFOCOM! 

It's like waking up inside a story! 
Load Infocom's interactive fiction 
into your computer and discover 
yourself at the center of a world 
jam-packed with surprising twists, 



unique characters and original, 
logical, often hilarious puzzles. 

For the first time, you're more 
than a passive reader. You can talk 
to the story, typing in full English 
sentences. And the story talks 
right back, communicating entirely 
in vividly descriptive prose. What's 
more, you can actually shape the 
story's course of events through 
your choice of actions. And you 
have hundreds of alternatives at 
every step. In fact, there's so 
much you can see and do, your 
adventure can last for weeks and 
even months. 

To find the Infocom interactive 
story that's right for you, just 
choose any one marked with the 
level of difficulty listed below that 
best matches your current level of 
interactive skill. 

Junior: Best introduction to 
interactive fiction. Written for 
everyone from age 9 up. 

Standard: Good introductory level 
for adults. This is Infocom's most 
popular level of interactive fiction. 

Advanced: A greater level of 
challenge. Recommended for 
those who've already experienced 
Infocom's interactive fiction. 



Expert: For real diehards seeking 
the ultimate challenge in 
interactive fiction. 

Then find out what it's like to 
get inside a story. Get one from 
Infocom. Because with Infocom's 
interactive fiction, there's room 
for you on every disk. 

iriFoconx 

55 Wheeler St., Cambridge, MA 02138 

For your: Apple II, Macintosh, Atari, Commodore 64, 
DECmate, DEC Rainbow, DEC RT-1 1, HP 150 & 1 10, 
IBM PC* & PCjr, KAYPRO II, MS-DOS 2.0*, 
Osborne, TI Professional, TI 99/4A, Tandy 2000, 
TRS-80 Color Computer, TRS-80 Models I & III. 

*Use the IBM PC version for your Compaq and 
the MS-DOS 2.0 version for your Wang, Mindset, 
Data General System 10, GRiD and many others. 

Manufactured and Printed in USA 

© 1984 Infocom, Inc. 

Warranty information enclosed. 

ZORK is a registered trademark of Infocom, Inc.